using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using System.Windows.Forms;

namespace RoyalRumble
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class MainGame : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        public static SpriteBatch spriteBatch;
        public static ContentManager theContent;
        public static GraphicsDevice theDevice;
        static States.BaseState CurrentState;
        public MainGame()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
            this.IsMouseVisible = true;

            theContent = Content;
            theDevice = GraphicsDevice;
            
        }

        void SetupDisplaySettings()
        {
            graphics.PreferredBackBufferWidth = GameSettings.Default.RenderWidth;
            graphics.PreferredBackBufferHeight = GameSettings.Default.RenderHeight;
            graphics.ApplyChanges();
           
        }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            SetupDisplaySettings();
            theContent = Content;
            theDevice = GraphicsDevice;
            if (GameSettings.Default.StartState == 0)
                CurrentState = States.MainMenuState.Instance;
            else if (GameSettings.Default.StartState == 1)
                CurrentState = States.GameplayState.Instance;

            CurrentState.Initialize();
            CurrentState.Enter();
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            //if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
              //  this.Exit();

            // TODO: Add your update logic here
            CurrentState.Update((float)gameTime.ElapsedGameTime.TotalSeconds);
            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            CurrentState.Render((float)gameTime.ElapsedGameTime.TotalSeconds);
            base.Draw(gameTime);
        }

        /// <summary>
        /// Changes the current state
        /// </summary>
        /// <param name="NewState">The state to change too</param>
        public static void ChangeState(States.BaseState NewState)
        {
            if (NewState != null)
            {
                CurrentState.Exit();
                CurrentState = NewState;
                CurrentState.Enter();
            }
        }
    }
}
